Recovering from Stun Damage |
Recovering from Stun Damage |
Mar 1 2005, 05:54 PM
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#1
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Running Target Group: Members Posts: 1,070 Joined: 7-February 04 From: NYC Member No.: 6,058 |
A fairly straightforward question:
When recovering from stun, the time to get back one box is equal to 60 minutes / the number of successes on a Body or Willpower check vs. TN 2 + any applicable modifiers - which are what, exactly? I know the TN mods for your wound state apply, but do the usual bonuses to healing TNs for having a high Body and/or Willpower apply as well? And an addendum (having to do with how said stun was acquired... miserable lucky bastard mages and their cumulative 24 dice...) - when someone hits you with a stunball, is the Spell Resistance Test the only one you get to make to see if you take damage, or - if you fail said test - do you still get to resist the stun with your Body, as you would when you take stun damage for any other reason? |
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Mar 1 2005, 05:52 PM
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#2
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Shooting Target Group: Members Posts: 1,512 Joined: 16-August 03 From: Northampton Member No.: 5,499 |
On the Second one, You compare net Success. Target has equal to or more, no effect for that person. If the Caster has more which is more frequently the case, you stage damage as per normal. End of dice rolling for target.
As for the first, i'll have to get MM. |
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Mar 1 2005, 05:52 PM
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#3
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Mr. Johnson Group: Dumpshocked Posts: 2,587 Joined: 25-January 05 From: Berkeley, CA Member No.: 7,014 |
The BBB says "This target number is modified by any appropriate Stun or Physical injury modifiers", so I'm assuming it's only wound modifiers.
You just get your Spell Resistance test. No additional Body test.
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Mar 1 2005, 05:56 PM
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#4
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Moving Target Group: Members Posts: 376 Joined: 14-July 03 Member No.: 4,928 |
You only get one resistance test. Fail that and you're hit, automatically getting the base damage the spell was cast at, and extra successes stage up the damage. Fill up your Stun Boxes, and it overflows into Physical Damage.
Which is another reason to use cover as much as possible - Cover modifiers increase the TN for Spells (SR3, 181). Also, things that affect visibility (Lighting, smoke, rain) also increase TNs, just as it does for gun-toting Sammies. |
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Mar 1 2005, 06:11 PM
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#5
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Shooting Target Group: Members Posts: 1,512 Joined: 16-August 03 From: Northampton Member No.: 5,499 |
For healing Stun Damage.
Things that Apply Wound Modifiers Symbiotes (As they adjust the healing time for Stun and Physical Damage) |
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Mar 1 2005, 11:38 PM
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#6
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Immoral Elf Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
Plus the Quick Healer Edge. ;)
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Mar 1 2005, 11:41 PM
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#7
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Traumatizing players since 1992 Group: Dumpshocked Posts: 3,282 Joined: 26-February 02 From: Las Vegas, NV Member No.: 220 |
Hallowed be thy name. |
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Mar 1 2005, 11:51 PM
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#8
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Shooting Target Group: Members Posts: 1,512 Joined: 16-August 03 From: Northampton Member No.: 5,499 |
Although I would let that work, I'm not 100% that it is Canon for it too. Hence why i never mentioned it.
Oh yeah Baby, Ork with Body 10, Willpower 4, Quick Healer and Lvl 3 Symbiotes. Bring on that healing!!!!! |
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Mar 1 2005, 11:44 PM
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#9
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
Give us this day our daily TN mod, and forgive us our woundings as we forgive the woundings of others. Lead us not into infection, but deliver us from the sickbed; for thine are the antibodies, and the platelets, and the leukocytes, forever and ever, amen.
~J |
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Mar 1 2005, 11:52 PM
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#10
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Mr. Johnson Group: Dumpshocked Posts: 2,587 Joined: 25-January 05 From: Berkeley, CA Member No.: 7,014 |
All you have to do is go into a deep state of Kel'noreem.
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Mar 2 2005, 12:01 AM
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#11
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Running Target Group: Members Posts: 1,070 Joined: 7-February 04 From: NYC Member No.: 6,058 |
Bah. Thank God for stimulant patches, I guess.
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Mar 2 2005, 12:14 AM
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#12
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Moving Target Group: Members Posts: 190 Joined: 24-October 04 Member No.: 6,787 |
I have a problem with the detail that a blow from a 15 lb sledgehammer (A mace by the rules) swung by a bloody big troll will be healed inside a day, barring physical damage.
It's an abstract, simplified system, so I suppose we just have to put up with it. Better than D&D damage anyway |
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Mar 2 2005, 12:12 AM
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#13
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Moving Target Group: Members Posts: 376 Joined: 14-July 03 Member No.: 4,928 |
If you choose to do Physical Damage, instead of Stun, it's ain't gonna heal in one day.... otherwise, if you choose Stun Damage and you have enough successes to stage up, and overflow the Stun boxes, again, it's not likely to heal in one day. |
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Mar 2 2005, 12:23 AM
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#14
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Canon Companion Group: Members Posts: 8,021 Joined: 2-March 03 From: The Morgue, Singapore LTG Member No.: 4,187 |
Way to go, junior! |
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Mar 2 2005, 12:37 AM
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#15
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Mr. Johnson Group: Dumpshocked Posts: 2,587 Joined: 25-January 05 From: Berkeley, CA Member No.: 7,014 |
"Hey, Teal'c, we don't have enough oxygen to last us 12 hours..." "I'll put myself into a deep state of Kel'noreem to conserve oxygen." "Teal'c! We thought you drowned!" "I put myself in a deep state of Kel'noreem" "I have no lines in this particular mission briefing... *goes into Kel'noreem*" |
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Mar 2 2005, 01:42 AM
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#16
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Immoral Elf Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
What would not canon about it?
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Mar 2 2005, 01:55 AM
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#17
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Neophyte Runner Group: Members Posts: 2,073 Joined: 23-August 04 Member No.: 6,587 |
But that weapon only dose stun damage. When a low skilled human hits an average human with a weapon like that your probably getting 1 success on the attack and one success on the resistance test. Target takes S stun. I can believe that it wouldn’t kill the target but 2 hits would be in with a chance (depending on medical aid) and the idea that you will have nothing worse than a minor ach (no wound penalties) in les than 12 hours is lafable) Edward |
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Mar 2 2005, 02:09 AM
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#18
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Dragon Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 |
Do they have 2 levels of brawling? Let them take the vicious blow maneuver. "A character may choose to use a weapon that normally influcts stun damage in such a way that physical damage is inflicted instead."
It makes it harder to stage, but the sledge isn't going away anytime soon. With a base skill of 3 (average) joe shmoe can have brawling, with vicious blow maneuver, no problem. Skill of 4, I'd say most people would learn kick attack, as by then they're skilled enough to not fall on their ass trying it :P. |
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